glVertexPointer specifies
the location and data of an array of vertex coordinates to use when rendering.
size specifies the number of coordinates per vertex and type the data type
of the coordinates. stride specifies the byte stride from one vertex to
the next allowing vertices and attributes to be packed into a single array
or stored in separate arrays. (Single-array storage may be more efficient
on some implementations; see glInterleavedArrays.) When a vertex array is
specified, size, type, stride, and ptr are saved as client-side state.

To
enable and disable the vertex array, call glEnableClientState and glDisableClientState with the argument GL_VERTEX_ARRAY. If enabled, the
vertex array is used when glDrawArrays, glDrawElements, or glArrayElement
is called.

Use glDrawArrays to construct a sequence of primitives (all of
the same type) from prespecified vertex and vertex attribute arrays. Use
glArrayElement to specify primitives by indexing vertices and vertex attributes
and glDrawElements to construct a sequence of primitives by indexing vertices
and vertex attributes.

glVertexPointer is available only if the GL
version is 1.1 or greater.

The vertex array is initially disabled and isn't
accessed when glArrayElement, glDrawElements or glDrawArrays is called.

Execution of glVertexPointer is not allowed between the execution of glBegin
and the corresponding execution of glEnd, but an error may or may not be
generated. If no error is generated, the operation is undefined.

glVertexPointer
is typically implemented on the client side.

Vertex array parameters are
client-side state and are therefore not saved or restored by glPushAttrib
and glPopAttrib. Use glPushClientAttrib and glPopClientAttrib instead.